• Title/Summary/Keyword: 심리적거리

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The Effect of Retinal and Perceived Motion Trajectory of Visual Motion Stimulus on Estimated Speed of Motion (운동자극의 망막상 운동거리와 지각된 운동거리가 운동속도 추정에 미치는 영향)

  • Park Jong-Jin;Hyng-Chul O. Li;ShinWoo Kim
    • Korean Journal of Cognitive Science
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    • v.34 no.3
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    • pp.181-196
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    • 2023
  • Size, velocity, and time equivalence are mechanisms that allow us to perceive objects in three-dimensional space consistently, despite errors on the two-dimensional retinal image. These mechanisms work on common cues, suggesting that the perception of motion distance, motion speed, and motion time may share common processing. This can lead to the hypothesis that, despite the spatial nature of visual stimuli distorting temporal perception, the perception of motion speed and the perception of motion duration will tend to oppose each other, as observed for objects moving in the environment. To test this hypothesis, the present study measured perceived speed using Müller-Lyer illusion stimulus to determine the relationship between the time-perception consequences of motion stimuli observed in previous studies and the speed perception measured in the present study. Experiment 1 manipulated the perceived motion trajectory while controlling for the retinal motion trajectory, and Experiment 2 manipulated the retinal motion trajectory while controlling for the perceived motion trajectory. The result is that the speed of the inward stimulus, which is perceived to be shorter, is estimated to be higher than that of the outward stimulus, which is perceived to be longer than the actual distance traveled. Taken together with previous time perception findings, namely that time perception is expanded for outward stimuli and contracted for inward stimuli, this suggests that when the perceived trajectory of a stimulus manipulated by the Müller-Lyer illusion is controlled for, perceived speed decreases with increasing duration and increases with decreasing duration when the perceived distance of the stimulus is constant. This relationship suggests that the relationship between time and speed perceived by spatial cues corresponds to the properties of objects moving in the environment, i.e, an increase in time decreases speed and a decrease in time increases speed when distance remains the same.

Effect of Psychological Variables on Decision-making Time in the Online Centipede Game (온라인 지네 게임으로 알아본 심리적 변인이 의사결정 시간에 미치는 영향)

  • Kim, Bora;Kwon, Young-Mi
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.169-185
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    • 2017
  • Given that nowadays things get very fast due to the pervasive use of the Internet and mobile devices, decision-making time can be an important variable in the online economic decisions. Although in experimental and behavioral economics, measures like scores or earnings are usually preferred, this study argues that the time variable can be dealt with as a new decision outcome. Thus, by selecting some psychological factors presumably impactful in the online context (i.e., incidental emotions, psychological distances, and individual's impulsivity), this study tested their effect on decision time in the online centipede game. As a result, the mean decision time in the game was longer (1) in the happiness condition than in the anger condition and (2) in the friend condition than in the stranger condition. The people with attention difficulties spent a short time in the decision and the people who dislike complex problems spent a short time in explaining their decision. This study can contribute to the field as it used the decision time as the dependent variable and it tested the effect of psychological factors in the context of online decision-making. Future studies can be conducted in other online decision situations or by considering other psychological variables.

Analysis of Voice-over Strategy of Chan-wook Park's Vengeance Trilogy (박찬욱 감독의 복수 삼부작에 활용된 보이스오버 전략 분석)

  • Chang, woo-jin
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.215-216
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    • 2017
  • <복수는 나의 것>, <올드 보이>, <친절한 금자씨>는 죄와 복수, 구원의 문제를 다룬 박찬욱 감독의 복수 삼부작으로서, 보이스 오버를 활용한다는 공통점이 있다. 이 연구는 박찬욱 감독의 복수 삼부작이 각 내러티브의 주제에 따라 내러티브 정보를 통제하고 관객의 심리적 거리감을 조절하기 위해 보이스오버 전략을 어떻게 구사하는지 논의한다. 이를 위해 각 작품의 플롯, 초점화 유형, 보이스오버의 특징들을 분석한 결과, 보이스오버를 통해 관객의 정서적 참조점을 형성하고, 인물과 이야기에 대한 동일시나 감정이입을 통제하는 복수 삼부작의 특성을 확인하였다.

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Development of a New Pedestrian Avoidance Algorithm considering a Social Distance for Social Robots (소셜로봇을 위한 사회적 거리를 고려한 새로운 보행자 회피 알고리즘 개발)

  • Yoo, Jooyoung;Kim, Daewon
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.734-741
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    • 2020
  • This article proposes a new pedestrian avoidance algorithm for social robots that coexist and communicate with humans and do not induce stress caused by invasion of psychological safety distance(Social Distance). To redefine the pedestrian model, pedestrians are clustered according to the pedestrian's gait characteristics(straightness, speed) and a social distance is defined for each pedestrian cluster. After modeling pedestrians(obstacles) with the social distances, integrated navigation algorithm is completed by applying the newly defined pedestrian model to commercial obstacle avoidance and path planning algorithms. To show the effectiveness of the proposed algorithm, two commercial obstacle avoidance & path planning algorithms(the Dynamic Window Approach (DWA) algorithm and the Timed Elastic Bands (TEB) algorithm) are used. Four cases were experimented in applying and non-applying the new pedestrian model, respectively. Simulation results show that the proposed algorithm can significantly reduce the stress index of pedestrians without loss of traveling time.

A Study on Driver's Psychological Responses to VMS Traffic Information Using Driving Simulator (가상주행 실험을 통한 VMS 교통정보의 이용자 심리적 반응에 관한 연구)

  • Lim, Joon-Bum;Hong, Ji-Yeon;Lee, Soo-Beom;Jung, Sung-Hwa;Hwang, Jung-Rae
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.9 no.3
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    • pp.20-29
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    • 2010
  • The variable message sign(VMS) is a representative traffic information service medium which has the largest users and is provided and operated by a governmental agency. In this paper, we focused on psychological responses of individuals who use VMS traffic information in the light of the need for VMS to provide user-oriented service. A total of t재 scenarios were plotted to conduct our experiment on a virtual test track. A stress index analysis on VMS location, the first scenario, showed the lowest stress value at the point of 1.5 kilometers before the exit. A stress index analysis on the contents of VMS information (communication, time, and speed), the second scenario, showed the lowest stress value at time information.

A study of the Infantry Backpack System for Portability and Mobility Performance (보병용 배낭의 휴대 및 이동 성능에 관한 연구)

  • Chung, SungHak
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.3
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    • pp.155-161
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    • 2014
  • The objective of this study is to weight analysis portable backpack system of infantry weapon systems for ergonomic design in manual materials handling tasks. For the product design, we analyzed the ergonomic guidelines and status of similar weapon systems by comparing the efficient operation performance provide for the basic data. Result of this study, the relationship between portability and mobility presented for schematic. In the short distance of the short biomechanical criterion, 1-2 hours in the middle of moving psychophysical criterion, 4 hour or more long-distance criterion applied for the physiological criterion for easy of trade-offs that need to be considered. This study suggests for 4 research items for infantry backpack system in manual materials handling tasks. Throughout the result of anthropometric populations, the 5%tile body weight for -0.91kg but 95%tile in 34.17kg considered to be margin for free, easy and efficient operation for the weight margin between portability and mobility in manual materials handling tasks.

Physiological and Psychological Responses to Landscape Experiences in a Natural Forest and a VR Forest (자연숲과 VR숲의 경관 체험에 따른 생리 및 심리적 반응)

  • Kim, Il-Doo;Shin, Won-Soep
    • Korean Journal of Environment and Ecology
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    • v.36 no.5
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    • pp.525-534
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    • 2022
  • In this study, we investigated the psychological and physiological effects of experiences in real natural forests and virtual forests using artificially controllable VR. The experiment tested 60 adult college students in a natural forest and a graduate seminar room where external light was blocked. It evaluated the effects of the natural and the VR forest environments by comparing the psychological and physiological recovery of the subjects. Psychometric testing using the PANAS psychological index showed increased positive emotions and decreased negative emotions after experiencing forest scenery in the natural and VR forest environments. And a stress index, based on measuring cortisol in saliva, decreased significantly in the subjects in both environments. The experiment results can be used to support the creation of a psychological and physiological recovery environment with VR for those who cannot go to the natural forest due to certain restrictions such as physical distance, mobility difficulties, etc. It is expected that the results will be the basis for further research into the visual effects of forest healing and also for widening the use of VR, a technology of the fourth industry, in the field of forestry.

Formation of Weak Ties in Social Media (소셜미디어에서 약한 유대관계의 형성)

  • Park, Chala;Lim, Seongtaek;Yun, Sang;Lee, Inseong;Kim, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.97-109
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    • 2014
  • Social media is a general term for online services by which users share opinions, perspectives, and experiences. It supports interactions between users in sharing contents on it and weak ties among them play an important role in the process. This exploratory study attempts to identify crucial factors of establishing weak ties between social media users in the perspective of social network theory and uncertainty reduction theory. We collected data through diary study and in-depth interview and analyzed it following grounded theory approach. As a result, social media users more actively interacted each other or shared contents based on weak ties, compared to strong ties. In addition, similarity, self-disclosure, and relevance appeared to facilitate establishment of weak ties, by reducing psychological distance between social media users and perceived uncertainty of them.

Evaluation of VMD Sensibility according to Purchasing Psychological Steps and Weights (구매심리의 단계와 가중치에 따른 VMD 감성평가 -의류브랜드를 중심으로-)

  • Na, Young-Joo;Lee, Eun-Hee;Hwang, Jin-Sook;Koh, Seon-Ju
    • Science of Emotion and Sensibility
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    • v.10 no.2
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    • pp.187-198
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    • 2007
  • To improve VMD technology and suggest the comprehensive evaluation method for VMD, this study investigated and compared two methods of VMD evaluations; expert evaluation and questionnaire to consumers. We analyzed VMD factors of 4 stores with the same brand according to purchasing psychological steps of consumers at the purchasing point. The results are following: Customer Attraction and Purchase Stimulus by VMD showed higher scores in road shop than in department stores, while Put-on Imagination and Comparison Process by VMD showed higher scores in department stores than road shop. Visual Satisfaction and Shop Visit Satisfaction increased the purchasing desire of consumers. High-scored VMD shop evaluated by expert had high score in product purchasing intention of consumers. We found out that questionnaire method to consumers or their response is needed for evaluate VMD of shop in terms of analyze possibility of the related to their purchasing intention.

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Category-based Feature Inference in Causal Chain (인과적 사슬구조에서의 범주기반 속성추론)

  • Choi, InBeom;Li, Hyung-Chul O.;Kim, ShinWoo
    • Science of Emotion and Sensibility
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    • v.24 no.1
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    • pp.59-72
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    • 2021
  • Concepts and categories offer the basis for inference pertaining to unobserved features. Prior research on category-based induction that used blank properties has suggested that similarity between categories and features explains feature inference (Rips, 1975; Osherson et al., 1990). However, it was shown by later research that prior knowledge had a large influence on category-based inference and cases were reported where similarity effects completely disappeared. Thus, this study tested category-based feature inference when features are connected in a causal chain and proposed a feature inference model that predicts participants' inference ratings. Each participant learned a category with four features connected in a causal chain and then performed feature inference tasks for an unobserved feature in various exemplars of the category. The results revealed nonindependence, that is, the features not only linked directly to the target feature but also to those screened-off by other feature nodes and affected feature inference (a violation of the causal Markov condition). Feature inference model of causal model theory (Sloman, 2005) explained nonindependence by predicting the effects of directly linked features and indirectly related features. Indirect features equally affected participants' inference regardless of causal distance, and the model predicted smaller effects regarding causally distant features.